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(Add section "Formula & Values", calculated with this spreadsheet: https://docs.google.com/spreadsheets/d/1-8zMGZ1J7VboRn7_9TJYXAFY3GEk0QFa5tEMa-9Q8Mk/edit?usp=sharing)
(→‎Formula & Values: Slightly expand the text before the table with an example; Simplify the table by removing the values for 25 and 25, and adding "..." to show when a large jump in values occurs)
Line 11: Line 11:
  DmgReceived%  = 10 / ( 10 + ( ARMOR / 1.5 ) )
  DmgReceived%  = 10 / ( 10 + ( ARMOR / 1.5 ) )
  DmgReduction% = ROUND( ( 1 - ( DmgReceived% ) ) * 100 )
  DmgReduction% = ROUND( ( 1 - ( DmgReceived% ) ) * 100 )
This table shows various damage reduction values with different Armor stats. The "Increase" row shows how quickly the drop-off for damage reduction occurs.
This table shows various damage reduction values with different Armor stats.  
 
The "Increase" row shows how quickly the drop-off for damage reduction occurs ''(eg. going from 0 to 1 Armor gives -6% damage reduction, while going from 9 to 10 only gives -2% more reduction)''.
{| class="wikitable"
{| class="wikitable"
!Armor Stat
!ArmorStat
!0
!0
!1
!1
Line 35: Line 37:
!19
!19
!20
!20
!25
!...
!30
!30
!35
!40
!40
!50
!50
Line 45: Line 46:
!90
!90
!100
!100
!...
!200
!200
!300
!300
Line 73: Line 75:
|56
|56
|57
|57
|63
|...
|67
|67
|70
|73
|73
|77
|77
Line 83: Line 84:
|86
|86
|87
|87
|...
|93
|93
|95
|95
Line 111: Line 113:
|1
|1
|1
|1
|...
|10
|6
|6
|4
|3
|3
|4
|4
|3
|3
Line 121: Line 122:
|2
|2
|1
|1
|...
|6
|6
|2
|2

Revision as of 19:06, 6 November 2022

Armor

Armor

You take x% less damage. There is no limit to this stat, but it quickly gets less effective with each level.

If Armor is negative, you take more damage.

Formula & Values

The formula for calculating Armor's damage reduction value is:

DmgReceived%  = 10 / ( 10 + ( ARMOR / 1.5 ) )
DmgReduction% = ROUND( ( 1 - ( DmgReceived% ) ) * 100 )

This table shows various damage reduction values with different Armor stats.

The "Increase" row shows how quickly the drop-off for damage reduction occurs (eg. going from 0 to 1 Armor gives -6% damage reduction, while going from 9 to 10 only gives -2% more reduction).

ArmorStat 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ... 30 40 50 60 70 80 90 100 ... 200 300 400 500 1000
Dmg Reduction (-%) 0 6 12 17 21 25 29 32 35 38 40 42 44 46 48 50 52 53 55 56 57 ... 67 73 77 80 82 84 86 87 ... 93 95 96 97 99
Increase (+) 0 6 6 5 4 4 4 3 3 3 2 2 2 2 2 2 2 1 2 1 1 ... 10 6 4 3 2 2 2 1 ... 6 2 1 1 2

Items

The following Characters have a higher chance to find these items in the Shop: Knight.png Knight, Masochist.png Masochist, Pacifist.png Pacifist.

Name Rarity Effects Base Price Limit Unlocked By
Tier 3 +3 Knockback
+8 Armor while standing still
-5 % Speed
75
Tier 4 +12 Melee Damage
+6 Ranged Damage
+3 Knockback
-3 % Attack Speed
-3 % Speed
105 Win a run with Generalist.png Generalist
Tier 1 +1 Armor
+1 Engineering
-2 Max HP
20
Tier 4 +3 Armor
+5 % Crit Chance
+5 Engineering
+5 % Speed
-2 HP Regeneration
-2 % Life Steal
90
Tier 2 +8 % Dodge
-1 Armor
50
Tier 3 +25 % Damage
-3 Armor
75
Tier 1 +5 % Attack Speed
+25 Range
-1 Armor
25
Tier 1 +1 Armor
-2 % Speed
15
Tier 4 +15 % Speed
+10 % Dodge
-5 Max HP
-1 Armor
100
Tier 2 +2 Armor
+6 % Dodge
-3 Max HP
45
Tier 2 +3 Max HP
+3 % Damage
+1 Armor
+3 % Speed
-4 % Crit Chance
55
Tier 2 +2 Armor
-3 % Damage
40
Tier 4 +15 % Crit Chance
+50 Range
-3 Max HP
-1 Armor
95 Win a run with Ranger.png Ranger
Tier 4 +3 Melee Damage at the end of a wave
+3 Engineering at the end of a wave
-1 Max HP at the end of a wave
100 Win a run with Engineer.png Engineer
Tier 2 +10 % Crit Chance
-1 Armor
50
Tier 3 +20 % Damage
+1 Armor
-2 % Damage when you take damage until the end of the wave
65
Tier 3 +3 Armor
+5 Max HP
-5 % Speed
80
Tier 2 +16 Harvesting
-1 Armor
40